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TragicSolitude

TragicSolitude

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TragicSolitude
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  • @JoeyBob said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771323#Comment_1771323

    It's bad for both sides. Just finished a 1 hour+ SWF game where the killer refused to leave the 3 gen. We ended up waiting him out on the opposite side of the map for like 40 min and he eventually afked.

    Not touching gens for 40 minutes is against the rules and counts as holding the game hostage. It is a bannable offense if the killer reports you. No, you guys 3-genning yourselves does not make it okay. This is not arguable, it is not my opinion: it is what the devs have stated.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772251#Comment_1772251

    Honestly, I hope it's as simple as slowing the generator speeds until the Killer starts a chase (for a set amount of time). This could let some killers set up, or even let killers take care of any breakable walls they want. This way, Trapper won't lose 3 generators before he gets a down.

    But yeah, I agree. I really hope they aren't treating Ruin/Undying as a bandaid.

    Perks as band-aids is the norm for this game, though. Problem with gen speeds? Ruin. Problem with the grind? BBQ and WGLF. Problem with killers camping? BT. Problem with being tunneled? Reworked DS. Problem with not having time to set up? Corrupt Intervention. Problems with solo q? Kindred Bond Empathy. Problem with hexes being cleansed before you can walk five steps because they're out in the open on maps? Undying.

    Perks are supposed to help with a player's weak spots or give the game more flavor, but instead a lot of people waste their perk slots trying to fix the game's own problems.

  • I actually had some good matches as solo survivor today. Completed the "escape as Adam" challenge on the first try. Then I completed the "finish repairing three gens in one match" on the first try. And finally I completed the "escape through the hatch" challenge on the first try, which was actually quite clutch because even with Left Behind I would have died to the EGC if I had taken literally one millisecond longer to reach the hatch, ohmigod. Awesome moment.

    Three matches, no one tunneled out. I think all of them were 2k 2e. Good stuff.

    I'll be honest though, good matches aren't the norm. It's more about too much time and money invested to quit. But DbD isn't all bad.

  • @JoeyBob said:

    It should only for the first hook. As it is now, it causes way too much pressure. It's better than like 90% of the other killer perks, which just illustrates how much a nerf is needed.

    Most killers don't use Pop every single time they hook someone. It's already dependent on getting a hook, and it requires the killer to make a choice between defending the hook or going to a gen. Kicking a gen is not fast, it wastes a bit of time and if the gen hasn't been worked on beyond a certain point it's not even worth kicking. Even then, it may be a choice between kicking the gen or chasing a survivor; unless the survivor is a potato, the killer can't do both.

    Just because a perk is better than other perks doesn't make it OP. In DbD, it just illustrates how so many perks are complete trash.

  • Without a DC penalty, there were a lot of survivors who would DC the first time they were downed. Then the next survivor downed would DC. Survivors would DC out of spite to deny the killer the third hook or the completion of a challenge. Killers would DC if they didn't like the map. People complained constantly that they pretty much couldn't play the game. Players would disconnect to "punish" anything they didn't like. I mean, disconnecting because they were the first downed? Someone has to be the first survivor downed. If they consider that "not fun," they are playing the wrong game and should go elsewhere.

    That's why there are DC penalties. Disconnecting was ridiculously rampant.

  • First I'd like them to add new mechanics/actions/whatever, because I think that would help more than anything with how stale the gameplay feels.

    Tweaking little things monthly would be nice for veteran players, but I think it would make learning the game for new players a lot more difficult what with the already large number of killers and perks. It's hard to say whether it would shake up the meta or just cause confusion.

  • Mending is annoying, and the way the deep wounds screen gets so dark can make it nearly impossible to see. If he goes into Frenzy, though, the smart play is usually to run straight at him and take the first hit (depending on the person's playstyle; it's important to pay attention to their M.O.), then go mend while he runs off chasing the little heartbeats elsewhere.

    At the same time, Legion is annoying to play as, at least on console, because whiffing is pretty much unavoidable and it knocks him right out of his power. It makes him extremely frustrating. I hate that change to his kit, they could have just gone with the middle ground and given him a missed-attack cooldown, but instead the devs went from one extreme to another and Legion feels even crappier to play as because of it.

  • @caddylove55 said:

    If the gates are close then the killer will camp both doors it's not fair because the killer camps both doors going back and forth so if we have to restart each time I would just delete the game u guys care about killers but not us !!

    Who is "u guys"? Most people disagree with this idea, no devs have commented here, and the devs have stated before that they're not going to make the exit gates regress because of how much it would hurt solo survivors.

  • Spine Chill is a risk-reward perk. You know the killer is coming, but the action speed bonus may convince the survivor to stay in position longer than is safe; without that speed bonus, they'd already be long gone before the killer ever got near.

    I just want tier 1 Mikey to be immune to Spine Chill again, like he was back in the day. He's slow with no Bloodlust and pretty much no lunge. His only benefit in that state is his stealth, which Spine Chill negates. He has to stalk survivors to get out of tier 1, and tier 2 is there between tiers 1 and 3 so it's not like he immediately goes into insta-down mode. Against survivors with Spine Chill and Sprint Burst, tier 1 Mikey might as well not even be on the same map.

  • It's a whole perk slot just to be silent when injured. No one would run it if it did anything less than it does now. Stridor already counters it, which I've seen many survivors complain about, so making it any weaker would be a death sentence.

    I love being silent when injured. It can be really helpful when trying to juke a killer in a chase. Experienced killers will predict what I'm going to do, and/or observant killers will notice the huge trail of blood I'm dripping all over their nice floor.

    They need to fix sounds, definitely. But perks shouldn't be messed with to adjust for bugs; the bugs should be fixed.

  • I'd rather leave exit gates as they are but disable DS once the exit gates are powered. BT is fine, sometimes I make clutch saves and sometimes I turn one kill into two. But I feel bad when I see killers get DS'ed in the exit gate, that crap just ain't right.

    As is, opening the exit gate is already a pretty dangerous moment for survivors. There are only two gates, and there may be no safe place to run to if the killer comes over, leaving the survivor(s) very exposed (that depends on map RNG, obviously, but so does the gates being across the map or within spitting distance of each other).

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771136#Comment_1771136

    You should try the challenges from Tome 1.

    Finish repairing 4 generators with Dark Sense equipped in one trial and Sacrifice all 4 Survivors in the basement in one trial were some of the highlights. It was a trip for sure

    I've done all the challenges for all the previous Tomes and levels. The only unfinished ones are challenges for the current level.

    That Dark Sense one was crazy stupid, too. And the basement one. I think the basement one I got with the help of one or two AFKers/suicides, but damn if the last survivor didn't fight like hell; even though he was definitely going to die, he kept getting off my shoulder and running away from the basement. Took like three tries to get him on that hook. Yeah, I hate so many of the challenges that have to be completed in a single match.

  • @Bootlegmoth said:

    Saw someone playing dumb, intentionally missing hits and losing chases etc.. To bait the survivors into being super altruistic and confident.

    Then hit them with blood warden when the timer was at less then 60 seconds. It was beautiful.

    Im pretty sure it was TURjay

    I do that when I have Rancor on for the "kill 1 survivor by your own hand" daily. I'll try to be in a chase with my Obsession around when it gets down to one or two gens, but damn if they don't often take forever to finish those and I'm having to whiff constantly to drag the chase out, which sometimes the survivors make really difficult because of the way they run into my weapon when they mess up their super-duper-I-saw-a-streamer-do-it moves.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/1771053#Comment_1771053

    In general, its best to tell your teammates if you're running a challenge. Those people didn't know they were supposed to save gens for you to finish with them

    I'm on PS4, and even if messages were turned on crossplay means that a lot of lobbies can't communicate pre- or post-game.

    (And like I said, I was just ranting. I'm not upset at the players, I hate those kind of challenges. Getting that third gen to 99.9% but not completing the challenge because the survivors made the right play in that situation sucks. The challenge's requirements aren't sensible in terms of realistic gameplay with the way matches go, especially for solo survivors.)

  • @gatsby said:

    Speed Limiter is the key to getting Billy challenges. They stop taking you seriously once they notice and give you easier hits.

    Lucky. I tried that and it didn't work for me. Finally got it done thanks to an AFKer.

    I just want to take this moment to rant that I was doing that finish-3-gens-in-one-match challenge... Finally, I had a match where no one suicided and I didn't get tunneled, I did 2 and 99.99999% gens... then the killer hooked me and the survivors finished the gens before coming to save me. $W%&^^&%#$#T%%$# ... I don't care if that was the smart play, challenges like this really blow. The ones that have to be completed in a single match can be quite frustrating.

  • @TheButcher said:

    https://forum.deadbydaylight.com/en/discussion/comment/1769365#Comment_1769365

    Jeez, let's all talk like the Ruin changes didn't happen

    ? I mention the Ruin change, which obviously happened. I was saying there was this whole "All killers should stop playing!" response online but there was no boycott reflected in the queue times. Meanwhile, the game has an event where one side has it easier than the other and suddenly queue times are crazy long.

  • I'd rather see them experiment with making the survivor and killer pillboxes the same size, that way the distance around a loop becomes the same for both roles. That would take a lot of in-depth work, though, so it's highly, highly unlikely to ever happen.

  • @ILoveDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1769593#Comment_1769593

    Dude Killer are so strong as never bevor. Stop with that nonsense.

    Strong isn't necessarily synonymous with fun. Survivors can play as a team, chatting with friends while saving each other or sandbagging each other or memeing around, whatever. Killers play alone: there's no "play with friends" mode for killer in normal matches. So, it's not surprising more people want to play and chat with their friends than want to play the lone babysitter role.

  • After I try a challenge a few times and fail miserably, I'll start playing my matches by sticking the killer somewhere obvious and then I'll leave him standing there. It may not be the first match, but it usually doesn't take many matches before the survivors come to me and ask to farm. (I've pretty much given up trying to instigate farming; it rarely works out well and usually ends up being frustrating. Either the survivors are desperate for my attention and will offer to farm, or they can do gens and leave with no killer interaction.)

    I tried earlier to do the 7-hits-with-a-chainsaw thing. I even put on the Speed Limiter in the hopes they'd understand... nope. I only tried once. Next time, I'm just gonna stand the Hillbilly in the middle of the map until I get survivors willing to farm. I do not like playing as him.

  • Given that queue times are one of the common complaints on the forum, it's amazing nothing's been done about it. I don't have the patience to wait more than 5 minutes max for a lobby. I'll play whichever role is faster, and if neither is fast then I play a different game.

    The game should show an estimated wait time for the queue, and it should reward a BP bonus for playing the side with the shorter queue.

    For some reason, the preferred method of shortening the queue has been to disable matchmaking when it gets bad, which just increases player unhappiness and doesn't fix the queue times during the really heavy imbalances. I guess decreasing the BP grind would be bad for growing/maintaining the playerbase while frustrating the players with long queues and bad matchmaking has a minimum effect on the numbers?

  • From what I can tell, the community has never been good at boycotting. Changes come about, people say "We should boycott!" and queue times remain the same. Usually a change in queue time happens because one side is easier than the other, so players switch over. That's been my experience, anyway. Events, Bloodhunts, and Tome challenges make a difference, but changing Ruin didn't. Killers may have tried playing this weekend and found the experience frustrating, so they switched to survivor or a different game. If players aren't having fun, they have no obligation to stick around just to be a free guinea pig and/or make sure others still have a game to play.

    (Don't get me wrong, I'm sure some are boycotting, like the above poster, but this community is disorganized and can never agree on anything, plus most players aren't actually on these forums, so I doubt the change in queue times is due to a deliberate effort.)

    I'm still playing, because infinite-tier-1 Mikey never knew what Bloodlust was, anyway.

  • @Jay_Whyask said:

    Probably a script kiddie changing their status, or maybe you're just that good. I'm just gonna chalk this up to you having a better gaming chair than them.

    Considering this hook I got was hands-free, I feel like I deserve triple Bloodpoints for how apparently amazing I am. But I got none! How can I pay off my diamond gaming chair if DbD won't reward me my points??

  • I tried to play survivor today, rank 16, and I gave up because the queue was so long. Killer queue is instant, so that's where I go.

  • That's why I don't go for the win, usually, so it's fun for me and everyone else. I normally don't chase anyone longer than 30 seconds, I don't bother searching if I don't immediately see the survivor at the gen, and I go for a break at 2 gens left rather than stress myself out with trying to slow down the inevitable. Keeps things chill.

    If I'm trying to do a challenge or achievement, though, especially a killer adept, then yeah, the claws might come out and I'll slug for the 4k if I need to.

    As survivor, I'm just not good enough at it to be sweaty. Or maybe it's more correct to say I'm terrible at survivor. If I do well against a killer, besting them in a chase, then I feel bad because they must be new. Winning as survivor is a mixed bag of emotions: "yay! I escaped" but also "I'm sad because I feel like I bullied that rank 20."

  • @Lyfe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1764971#Comment_1764971

    I thought they added immunity to grey ranks? As in greys can only play with greys.

    I think that used to be a thing, but that's definitely not a current restriction.

  • Skill-based matchmaking is not turned on and hasn't been for a long while. Right now, matchmaking starts off by trying to put players of similar rank together, but if the queues are long then it just starts putting anyone together. So, depending on the time of day, your region, how many players there are, etc. matchmaking may be basically nonexistent. It is not uncommon to see red ranks in the same lobby as a rank 17. It sucks for everyone.

  • Well, the bleedout timer means the game will end. If the reason it's taking longer than you'd like is because you keep getting back up, then do what I did and hold shift or L1 or whatever so no one can get you up. If the killer prevents you from doing gens but neither slugs nor hooks you, then it can be considered holding the game hostage if it goes on too long. But there's a timer on bleeding out, so that's not a hostage situation. Hostage means the only way you can leave the match is by disconnecting.

  • I mean, I handle it the same way I always handle it as infinite-Tier-1 Mikey: I watch as they run off and wish I had an emote so I could wave "bye."

  • @FrootLoops said:

    https://forum.deadbydaylight.com/en/discussion/comment/1763935#Comment_1763935

    truth. But then again it's a difference of cleansing dull totem between a green BPS and a pink BPS as far as earning it back. I think BHVR did some culling on the bloodweb a while back. there used to be brown and yellow map offerings, plus those moon offerings to change the map brightness. Still though, I could do without so many "increase sabotage speed" addons and other things that don't really make sense anymore

    The brown/yellow map offering thing was a long time ago; I started playing Hallowed Blight 2018, and those were gone before then. But it still sucks that every time a new realm is added (which we need more of), a new green map offering is added (which we don't need more of). And the general state of things is that when I pour Bloodpoints into a killer, the maps in their Bloodwebs are the suck maps I'll never use unless I want to have a miserable time, a total waste of BP when I'm forced to get them and nothing but a node that could've been a good realm or BPS but wasn't.

    Yeah, definitely too many useless add-ons that just collect dust in my inventory.

    Like I said, the Bloodweb is in a terrible state, made worse by the fact that BP rewards are so low and there's no way to trade in/liquidate unwanted garbage.

  • lol well there are so many bugs and problems and balancing issues on both sides that it's just ridiculous to take it seriously. Add to that the quote that the game is "fun because it's frustrating," and the contrarian in me (not to mention the reasonable, rational human being who understands that frustration and fun are mutually exclusive) says "nuts to that."

    A lot of times I look at this game as more of a psychology experiment; I like seeing what survivors/killers will do when I play in a way opposite of what's expected. I just played keep away/hide-and-seek as tier 1 Mikey against an OoO user, and it was funny as hell watching her try to figure out where I was and run to that location (I assume she was doing that, anyway; if she was trying to run away from me, she was doing the exact opposite).

    It's also really amusing when survivors die because they have some plan and you do the opposite of what they expect, like chess but with a knife instead of intellectual strategy.

  • But it would make BPS more expensive, and given how often killers somehow manage to tunnel out the person who burned BPS before they can even earn 3k Bloodpoints...

    I don't think the problem is the rarity of BPS; it's how bloated the Bloodweb is with useless junk you'll never use which bumps off the stuff you do want like BPS so that it's rarer than it's meant to be. The Bloodweb gets more asinine each time a new realm or new offering is added, and it really freaking sucks during events when you want to get the limited-time event items/add-ons/offerings.

  • But without the possible 4% what am I supposed to do on the hook? Just hang there? Gambling for that self-unhook is one of the funnest parts of playing survivor.

  • This weekend has been awesome so far. Survivors keep burning Mary's Letter, which gives me a crapton of breakable walls to go kick. I like that. Plus, the map is really cool, aesthetically.

    The only thing that's kinda dumb is all the survivors that bring flashlights so they can click them at me, which obviously means "Please walk in the opposite direction and leave me alone." Really weird considering no Bloodlust means easier chases for them, but whatever, I don't mind being nice and letting them do gens. I know there are challenges for gen completion in the newest Tome level.

  • An actual story mode would be nice, rather than just blurbs for completing challenges. And since that would require AI, anyway, a mode to let players play against bots when they just need a break from crappy teammates/opponents or when they want to practice would go right along with it.

    That'll never happen or anything, but man if DbD mobile can have bots to make up for crappy mobile connections, and if Identity V can have bots so new/struggling players can practice... I mean, both of those things would make DbD a better game.

  • Sounds like an inexperienced killer who didn't know what they were doing.

    Unless it's a tier 1 Mikey, in which case that's me and I do that on purpose 'cause it's funny. You'll know it's me because I drop the chase and go open the gate the moment the last gen pops.

  • Yeah, there are some matches I'll get maybe half, others I'll go for ten grabs and maybe get one. They're so broken, and insult to injury (or lack thereof, I guess) that the survivor gets to run away unharmed while my hand is just stuck hovering in the air, as threatening as a shoulder pat.

  • I don't know about other players, but I do it for a laugh. I'll just chase the first survivor I find for as long as possible, sometimes they'll even stay at one dropped pallet for all five gens. Then, when the fifth gen pops, I ditch them to go open the door. Nothing to do with pride, I just find it funny.

  • @Felnex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760909#Comment_1760909

    If a Survivor is that desperate to use DS, they sound like they're just wasting time. I also think what you just described doesn't sound too problematic, as you're still able to play the game, you just have a peskier than usual survivor for the next 60 seconds. Consider the alternative for survivors (Getting caught, downed, hooked, hooked, hooked, nothing you can do) and it's no question that DS is a necessary perk. It should be baseline imo.

    If they're on a generator, they're not wasting time. If they're making a hook save in my face which I can't even stop (and that's usually followed with the unhooked survivor body-blocking with BT, so no one's going on a hook unless they're completely incompetent), they're not wasting time. And if they get in the middle of a chase, what they've done is given the other a survivor a chance to escape, especially if the scratch marks are now all mixed up. Then, the best I can do is slug the DS, which is what I could've and apparently should've done before because I would've been able to chase the other person unimpeded and maybe get a hook out of it. Damned if I do, damned if I don't. At that point I throw my hands in the air and go "I don't know what you want from me" and just go get a snack so they can do gens and quickly move on to a new match and a new killer who can maybe give them whatever it is they're after 'cause apparently my playstyle isn't what they want.

    As survivor, I've watched other killers get tricked by locker DS, where they'll be in a chase with someone else, the recently unhooked one will jump in a locker, and the killer has no idea that they're about to pull the wrong survivor out of the locker. That chase is now lost, nothing but wasted time.

    I never said "get rid of DS," I said DS shouldn't work on grabs. Another option would be to deactivate DS upon any non-chase action by the survivor, like working on a gen or even attempting to make a hook save. Either way, whether or not DS is deactivated before the 60 seconds is up is within the survivor's hands, unlike the suggestions of disabling it upon the killer hooking someone else. DS can be great against tunneling killers, I've used it to escape tunneling killers (though not often for me because I forget I'm running it and miss the skill check). Something is definitely needed because being tunneled out of the game sucks, and when it happens to me it seems to be a "one of those days/weeks" things where it Just. Keeps. Happening. Those days are miserable and they can cause me to stop playing DbD for a good while. But the way DS can be used when killers aren't tunneling sucks. Survivors can get unhooked, work on their objectives, and still stab the killer. They can become basically invulnerable during the EGC; one survivor with DS and BT can be ridiculously strong, making saves and then the killer can either watch them crawl out the gate or the killer can pick them up so the survivor can run out the gate. Where's the fun in that? The killer's impotent, and rather than feeling any sort of tension the survivor feels invulnerable. Wow, thrilling. Losing a chase and getting hooked is a negative for the survivor and a positive for the killer, so it shouldn't result in a get-out-of-jail-free-no-matter-what-for-60-seconds card, and it really gets to be too much when one perk can let you get away with so much and all four survivors can equip it.

  • @Healthore77992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1761248#Comment_1761248

    Actually no, survivors tend to play very aggressive with it, like I said I got hit by it even when I hooked different person and found them later so..

    Nah, nah, the real fun thing is when you hook survivor #1, they get saved, then you chase and hook survivors #2 and #3, find #1 healing nearby and get hit by 59 second DS, and during that time the other two have been unhooked. Goodbye any and all pressure/momentum. Bonus points if multiple survivors are playing as the same character to make it more likely you'll get DS'd by one if not 2+ of them. And what can the killer do other than slug if multiple survivors may be running around with active DS?

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1759491#Comment_1759491

    Just had four games in a row where the killer camped and tunneled every single person. It's just absolutely miserable to play as a solo survivor without it.

    How is it used offensively? Going into a locker?

    Oh, I actually wrote a post about this very thing elsewhere.

    @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/1760834#Comment_1760834

    The problem is when you can't find anyone else but the unhooked guy because everyone else is stealthing around.

    Personally, I go out of my way not to tunnel. I ignore the one who just got unhooked even when they stand there as I run by. It is absolutely to my detriment. (And you know what, because I play nice, I wouldn't be surprised if games against me are really freakin' boring for survivors.) Anyway, you know how they repay me for not tunneling them? For not slugging them? They run over to where I am and try to trick me into eating their DS. They jump onto a generator in front of me. They get in the middle of a chase with someone else and start vaulting the pallet, hoping I will be unable to avoid accidentally grabbing them. They don't give me enough time to walk away from a hook and make the save in my face. I thought survivors didn't like being slugged, but all I'm seeing is that they're going to punish me unless I do.

    "Go after someone else." Sure, and when I do, the one with DS literally gets between them and me.

    DS should not work on grabs.

    TLDR: the survivor will apparently be upset that I didn't tunnel or slug them, so they chase after me and try their damndest to get grabbed.

  • @Felnex said:

    Maybe don't go after the poor guy who just got unhooked? Give them a chance to play the game, go after someone else.

    The problem is when you can't find anyone else but the unhooked guy because everyone else is stealthing around.

    Personally, I go out of my way not to tunnel. I ignore the one who just got unhooked even when they stand there as I run by. It is absolutely to my detriment. (And you know what, because I play nice, I wouldn't be surprised if games against me are really freakin' boring for survivors.) Anyway, you know how they repay me for not tunneling them? For not slugging them? They run over to where I am and try to trick me into eating their DS. They jump onto a generator in front of me. They get in the middle of a chase with someone else and start vaulting the pallet, hoping I will be unable to avoid accidentally grabbing them. They don't give me enough time to walk away from a hook and make the save in my face. I thought survivors didn't like being slugged, but all I'm seeing is that they're going to punish me unless I do.

    "Go after someone else." Sure, and when I do, the one with DS literally gets between them and me.

    DS should not work on grabs.

  • @OniWantsYourMacaroni said:

    *Huge buff for console killers

    :D

    Oh my god that is so true, every time Bloodlust tiers up it's at the worst time so I miss a hit and/or drop so many frames that the survivor literally disappears and the chase is just over, I have no idea where they went. I can't count the number of times I've complained about it on these forums.

  • I play as tier 1 Mikey, so this doesn't affect me at all. And even when I play other killers, I chase someone for maybe 30 seconds before ditching the chase and moving on to someone else. The only time I'll chase someone longer is if I literally just chase one person all match, but during those I have to actually slow down so that I'm not literally on top of them; not having Bloodlust will actually be a help in those situations.

  • There's no option for "matchmaking doesn't exist." Which isn't completely true, matchmaking at first tries to put people of similar rank together, but if it can't find similar ranks then it just throws anyone and everyone together. The more people of a similar rank playing at one time, the better matchmaking is for those players. The fewer players of similar rank it can find, the more rainbow matches you see. The time of day during which I play determines what colors I see in my lobbies.

    The devs have pointed out that rank is pretty meaningless in terms of skill and they're working on a skill-based MMR system that should theoretically create more balanced matches.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758827#Comment_1758827

    There are people with other definitions of tunneling. It’s not well defined

    That's the problem with these discussions: too many people define tunneling differently. Originally it meant the killer having "tunnel vision," ignoring all other survivors to chase one person. Now, a lot of people seem to think it means hooking the same person twice in a row, even if you can't find anyone else. By the original definition of "tunneling," it was pretty much always a bad thing because you were ignoring other targets to your detriment.

    The way so many people use it now, to just mean hooking the same person twice in a row, the term "tunneling" is completely useless.

  • With the EGC, there is no hostage situation. Hostage means a player can only end the game by disconnecting (this includes the killer trapping a survivor in a corner and survivors stealthing around the map for an extended period of time refusing to work on generators); hostage does not including bleeding out or having to wait for survivors to leave after the gate is open, because in both of those situations there is a timer that ensures the match will end without anyone needing to disconnect.

    The EGC is amazing as it is. I love it. Back in the day, there was no end-game timer, so survivors could stealth around the map indefinitely, actually holding the killer hostage. Now we have the EGC, cutting the amount of time survivors can remain on the map to a few minutes. You can either hit them out to force them to leave sooner, or you can go around the map and earn some points breaking walls and pallets and stuff. I like doing the latter; I'm super duper happy if I manage to find the hatch and close it.

  • @HagIsBestGirl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1756915#Comment_1756915

    Well, yeah, duh. Lol

    These discussions are usually about how to keep the effect the same, and eliminate exploitable mechanics.

    Since we have folks who -WILL- abuse it, it helps to make abusing it too inconvenient to do.

    I think the best way to take away its exploitable nature would be to disable it on grabs. If the survivor is grabbed when trying to unhook a survivor, they made a bad play. If they're grabbed off a gen, they weren't being tunneled. If they're grabbed off the exit gate, well damn man a DS could be a free escape in that situation, especially if they were healed so hitting them would just leave them injured; there's possibly no counter to DS in that situation for the killer. (God EGC DS is so stupid; you can watch the survivor crawl to freedom or you can pick them up, get stabbed, and they run to freedom. Once DS is in play there there's no counter to it.)

    I'm conflicted about vault grabs, here, because vaulting during a chase is a normal part of being chased. However, I recently had a match where someone made an unsafe unhook, I didn't slug the unhooked survivor, and they repaid me (I thought survivors hated getting slugged, so why are you punishing a killer for not doing it?? Survivors, this is why killers slug when you have DS, crap like this.) by throwing themselves into the middle of my chase, vaulting back and forth over a pallet right after the unhooker threw it down, trying to abuse the mechanic that causes killers to usually get a grab rather than a hit in these situations whether that's what the killer wants to do or not. I dunno, vault grabs are kinda dumb, it'd probably be better if the mechanics were changed to get rid of those grabs and just make them normal hits, instead. That would neutralize the entire issue. (Am I forgetting something? Do vault grabs instead of hits serve some sort of purpose?)

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1757194#Comment_1757194

    SAME

    I never find the damn hatch when i happen to get one in the match.

    But when i play killer,survivor get so lucky with the hatch spawn sometimes :(

    Oh goddamn yes, just yes. When I kill the third survivor, I pretty much assume the fourth is getting the hatch. I've gotten so conditioned to it that I'll often just go break pallets while I wait for them to hatch out, and if I happen to find it first then holy crap that survivor is somehow unluckier than me, poor guy.

  • I feel ya, buddy. I'm on PS4 as well. Sometimes I miss hits even if the survivor is standing still. Trying to aim with the controller takes time because it's not as "it's an extension of me" as a mouse, but Blight doesn't let you have time because while you're trying to make small corrections he's suddenly getting stunned because your time is up.

  • Whispers is my favorite perk on everyone.

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